/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 *****************************************************************************/

// Contributed by: Mitch Thompson

using UnityEngine;

namespace Spine.Unity.Examples {
	public class ConstrainedCamera : MonoBehaviour {
		public Transform target;
		public Vector3 offset;
		public Vector3 min;
		public Vector3 max;
		public float smoothing = 5f;

		// Update is called once per frame
		void LateUpdate () {
			Vector3 goalPoint = target.position + offset;
			goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
			goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
			goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);

			transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
		}
	}
}
